I think I know what hassat hunter means with his Deus Ex example.

You should have a personal connection to the boss. You need to hate them before you kill them. There must be a reason why they attack you.

If you like more drama you may have to fight somebody but you donエt want to. Circumstances that you cannot infuence force you to do something you do not like.

It is bad when the game puts a big boss in your way, you ask why and the dev sais: " Well its a dungeon. There is a rule in RPGs that there must be a boss at the end of the dungeon. You cannot get the treasure for free. This dungeon is a crypt so we thought an undead mage would be a good idea. And because mages are so fragile, we gave him 10x HP and a spell you can never learn."

something different: Somebody said about Portal1, that after beating the final boss he was sad that he killed her. I like to hear more such things in the future (not only sad, also other emotion than "great, I killed a boss and now I have 100exp more and a weapon with +10 damage."

about MMOs: This was my biggest problems with MMOs. Other players expect you to have a program that tell you what to do. In WOW it was DBM. It tells you: The boss will use skill X in 5 sec. Gather in the blue circle and interrupt spell Y. You also need a program that shows you the aggro list. The devs know that people use such programms and so the bosses get more and more complex (= you have to look at 3 timers at the same time at least) so everybody must have this programm.


groovy Prof. Dr. Dr. Mad S. Tist groovy

World leading expert of artificial stupidity.
Because there are too many people who work on artificial intelligence already :hihi: